Masterplan Database

I'm going to slowly upload a complete library for Masterplan. Starting with the Monster Manual. Unless someone has an objection. Everything has been updated to MM3 levels though. First one monster type at a time. When I get through with all the Core Monsters I'll combine it into a single zip file. This will take a while though. As I'm simultaniously taking this opportunity to add these monsters to my roll20 vault. These will also all include tokens.

Bullywug Croakers are overall simplistic enemies to run. Obviously Bullywug Croakers use their foul croak against grouped enemies or enemies that have some kind of defense that would instantly kill the bullywugs otherwise they just gang up on a particular enemy. Bullywugs in general are not aware enough of their rancid air aura to take active advantage of it and lastly the croakers are not intelligent enough to support their allies. They are still pretty versatile units, able to be used to effectively as just filler, their aoe and high damage able to pose a threat in any situation. These are prime candidates for a minion encounter as well, put them in a terrain with a lot of scattered water and they can spread out and gang up on every party member except the defender. A good way to do lots of damage and even has a decent tpk threat of 2/5. If the defender isn't obvious though then the tpk threat mostly vanishes becoming 0/5 but its still a good way to do a good deal of damage to the party so regardless I give it an attrition rating of 4/5.

Bullywug Guard

Bullywug Guards are solid defenders. Though with them you do not form a defense line. They are best set defending like brutes and skirmishers because their main defender power only protects adjacent allies. But its a POWERFUL defense. As long as the guard is by its charge nothing can hurt its charge. Their leaping bash can act as a secondary soldier option letting them prone a target so they can form a defensive line with this if necessary. But they will have trouble maintaining it. What leaping bash is real good for however is letting the guards serve an offensive role. Instead of locking down the party defender, use it to lock down the party strikers and controllers. Where most soldier units ind of suck used in large numbers the bullywug guard almost excels. Imagine four bullywug guards protecting one high level brute. Not only would the guards keep the brute safe but with their leaping bash the extra guards can hunt down and cripple the effectiveness of the party skirmishing, lurking and artillery type strikers and controllers. This is a powerful unit that when combined with any melee damage dealer has a tpk rating of 4/5

Bullywug Leaper

The Bullywug Leaper is the updated version of the Bullywug Twitcher. Its a pretty straightforward skirmisher unit. It stays at range using terrain and cover to its advantage hurling javelins until it sees an opportunity for combat advantage at which point it spasmodic leaps and does massive damage. After leaping it tries to fall back again until its leap recharge or it tries to move as as to provide other leapers flanking opportunities. With its high recharge rate don't be afraid to hold turns so one can leap in doing normal damage but get into position to grant a second flanking. The Spasmodic leap has the extra advantage of making them hard to pin down by the party defenders. So if they leap in and do their massive damage, get marked then recharge their power they basically have a good chance of repeating the devastation. This unit has tpk threat of 4/5 if tpking a party that is too reliant on their defenders. Can be used well with controllers, defenders or even as a single unit type encounter. Against other parties I give its tpk rating a 1/5 though an attrition rating of 5/5 for its ability to sap the surges of the weaker members.

Bullywug Muckers

Another pretty straightforward unit. This is a brute unit designed to be used in single unit type encounters. Just have them all charge the same target and you just need two hits really to ko pretty much any level 1 character. Get lucky and 5 of these vs 5 level 1 characters could ko half the party in the first round. And with their aura they have a pretty good chance of lasting long enough to do a good deal of followup damage Not a reliable threat however, although their rush recharges they basically are a one trick pony. If they fail to throw the party back in the first round they are going to have a lot of trouble. TPK Threat 2/5 though if the party is weighted heavily towards strikers the TPK threat becomes 4/5. They need far fewer good hits to throw a striker heavy party for a loop thanks to their aura.

Bullywug Mud Lord

At first this unit looks pretty straightforward. But it has some hidden complexity. Its big thing is electric reflux. Throw a whole lot of Leapers with the mud lord have them hang back and then let the party cone to the mud lord. Electric Reflux to daze the party once enough of them are near it then have the leapers start taking advantage of the ca granted to finish off anyone caught in the blast. And while the Mud Lord waits on a recharge have it use its necessary sacrifices to make sure its enemies are hit by its firey croak. An encounter with a mud lord is basically a race to do as much damage as possible to the party. When the party finishes with the leapers good chance most of them will be pretty hurt or koed. And when they think "yes just the mud lord to go" And swarm him, reflux the bastards again. Use swamp walk to put more distance between and continue to wipe them out with firey croak. TPK Rating 5/5

Note: Slaads Void Phage Disease is a very, very powerful disease. The MM1 Slaads were actually made much weaker then most enemies out of respect for the disease. And mostly existed as vehicles to give the disease. When I redid them I treated the disease as just one extra power or utility. But as it lacks any stopping power itself until an extended rest is taken I feel that Slaads shouldn't be so badly nerfed just because they have that disease. And a note when RPing slaads, remember Slaads break the rules,, the laws of the universe when they fight.Try to emphasize that is happening when you play them.

Void Slaad

Like all high level enemies they are a complex threat. They are really good in single unit encounters but are best used as an add on with other skirmishers, artillery, soldiers or brutes or any unit that can focus fire. First their Pull into the Void power gives them a chance to remove troublesome defenders from the game for a little while. Leaving the field open for other units to maul those behind. In single unit encounters Blackslaads usually swarm the defenders first using pull into the void until one hits and pulls the target into he void. In mixed encounters the black slaad often uses this more conservatively when it can have maximum impact. In single unit encounters Black Slaads usually spread their targets out, one sing ray of entropy then a second using claws and they seek to place this devastating combo n as many targets as possible. When in a mixed encounter they use their ray of entropy like a controller power maxmizing the devestation of gang up attacks from their allies. Suffice to say this unit has a tpk threat of 5/5.

Talon Slaad

A versatile unit, typically charges behind enemy lines off the bat. Using fling to keep melee units exactly one square away and those unable to effectively attack. While using its claws to lay waste. Its fling however can also be a useful controller power to assist allied skirmisher units.By itself its a TPK threat of 1/5 but an attrition threat of 4/5. With allies skirmishers it can really add to their tpk threat.

Slaad Digester

A one man font line.The digester can grab up to two units and knock them prone if they escape. To make matters worse its digestive spray in addition to being pretty hellish on its own means it can gain a lot of temporary hitpoints throughout an encounter giving it a deadly amount of staying power. Its lethality by itself is pretty low but it can protect and thus be an epic multiplier to striker type allies and its staying power means that a party that tries to assign someone to just "keep it busy" could very well find themselves facing a still almost fresh enemy while they themselves are already seriously depleted. TPK threat: 1/5

Chaos Phage Swarm

Its little more than a vehicle for delivering chaos phage. But it can serve the role of a soldier if need be slowing enemies down.

Void Slaad(Minion)

For some reason the effect of ray of entropy and claws was switched up here. My guess is so you can better swarm the party with these guys. So they have the ray of entropy but its more their option of last resort. The real meat of this minion is its claw attack. A swarm of these claws focus firing on a character can easily kill them. Easy even at epic level hp.Making them pretty dangerous en masse. Though their own zone effect usually means that after they begin to die they have to fall back and rely on ray of entropy. When mixed with other units however they can be used tactically with the intent of creating those voids to guard a flank. Imagine three ranks of enemy with void slaads in front. They die then the second rank stations right by the zone area to keep the party inside while artillery rains down on them. TPK threat: 2/5

Entropic Voids

Born from a variant of Void Slaad when said variant dies instead of creating a simple zone the zone they leave behind is an animate mobile hole in the universe. A black hole that goes around sucking creatures inside of itself. Best used as a soldier type unit blocking enemies and sucking them in. Not much of a threat by itself but can be a good multiplier. TPK Threat 0/5 Attrition threat: 0/5

Flux Slaad

For the most part a straightforward skirmisher. Not very mobile but even the teleport of only 2 really helps there and it has a little shift when damaged and it generally tries to get combat advantage to do extra damage. Its encounter power can help it move into the midst of its enemies for flanking and do a good deal of damage. And thats where it gets interesting. Where most skirmishers really suck in the middle of its enemies the flux slaad only sucks if facing a martial party. Otherwise its resistances make it a real pain to kill. Its random effect can also randomly give it the bit of the edge it need to win. If using flux slaads in a single unit encounter, you could very well catch the party completely by surprise when each flux slaad displays a different effect. Not to mention the sheer tactical potential there. TPK Threat: 3/5

Golden Slaad

This is such a chaotic unit that it could be a wimp or a god depending on what is rolled. Probably best combined with something like brutes which don't care so much what happens. One neat trick you can do is have its "bloodied" state happen at 0 hp so the party thinks its dead. Then surprise them with its attacks when they try to move away.

TPK threat 0-7/5

Rift Slaad

Can really surprise the party first time they face it with its condition transfer. Unlike most skirmishes it doesn't rely on combat advantage for its damage, it relies on teleporting. It has to spread out its damage or suffer a penalty but its teleportation is really hard for defenders and the like to block or stop so it can really vex the party that way. Its encounter power induce planar instability is a massive damage dealer as well, but since it grants the party a shift 3. This attack can also set the slaad up for its own destruction. Since when bloodied it gets to teleport and use its encounter power 'again' setting itself up for its own destruction might just set the party up for a wipeout. A really dangerous enemy. TPK threat 5/5

Slaad Havoc

The Slaad Havoc's Core At-will is a simple ranged damage dealer. Potentially a major epic damage dealer on crit but still just a damage dealer. Its slew of encounter powers is where it gets good. Havoc blast is an area attack that increases the crit range on targets it hits. Imagine combining that with an enemy with a double attack or a special on crit effect. Or heck just a brute with a scarily high max damage. *shudders* Its reality shift power means not only can it move its allies around whereever it wants but it has a good chance of moving you around wherever the heck it wants. *Shudders* And Fog of Chaos means if you engage it in a ranged battle, you. Will. Lose. *shudders* Probably one of the single most powerful units in the game, by itself its just a nuisance but its ability to serve as a multiplier for allies is insane. TPK threat 5/5

Curse Slaad

First off its curse means that the longer the battle goes the harder the damn thing will be to kill. If it curses the entire party then it basically has resist 10 against the entire freaking party. Yikes. other than that the Curse Slaad is a multiplier. Moving enemies around and dazing them. Making them easy picking for brute and skirmisher allies. TPK Threat 0/5

Slaad Madjack

Now this is a frustrating enemy if nothing else. First of all, melee characters are almost helpless to hurt this thing. Second off it can use your own at-will powers against you as a minor action. Making it the single most versatile enemy in the game. It has an encounter power it can use a total of three times that basically causes the entire party to miss a turn in a way that ignores defenses against stun and daze. And it can bop you on the nose for a small amount of damage... hey with all it can already do any basic attack seems extreme. I was tempted to nerf this particular unit, and I almost never have to nerf a unit.TPK Threat 6/5

Putrid Slaad

A pretty normal enemy. Its at will is just a low damage double attack that averages out to normal damage. When it can hit with both and grab it can throw its enemy for a small amount of some guaranteed damage and an area attack. Since they fall prone throwing them just 1 square away is a pretty good tactic. Its encounter power is pretty dangerous an area attack that does ongoing 20 damage. And lastly just to annoy players its immune to crits.

TPK Threat 1/5

Red Slaad

Its Horrid croak can be the bane of a melee party, immobilizing the entire party potentially. And since its an at-will they are stuck immobilized until it misses. put two red slaads in a single encounter and well the party will die. For when the party escapes the immobilizing and spread out so thats no longer a good tactic they can using leaping pounce to do a lot of damage and keep the target out of the fight until the slaad is dead basically.

TPK Threat 5/5 if the party gets caught in the croak chain. Otherwise 1/5.

Slaad Juggernaut

Now this is a slaad without complexity. It charges whom it wants to kill. Then it kills them. It charges only when tactically sound though, it moves to move up and ust stack its three different attacks on the target. It even has an area attack for groups. Buts its specialty is picking one person and wailing on them until they are dead. And since it can standard action to attack and knock prone, rend the falling to add extra damage then opportunity attack when the target stands up. Thats 9d8+27 damage if all three attacks hit. Against a single target with a third of that within an area attack. That. Is. Deadly.

TPK Threat: 6/5

Slaad Spawn

Little more than filler units. Used at the start of an encounter against a grouped up party they can be pretty devastating. Otherwise they are little more than a nuisance.

TPK Threat: 0/5 Attrition Threat: 2/5

Slaad Tadpole

Not a real enemy unit, more a target to be killed. Its danger lies in the fact that if it escapes it will become a random slaad in a few days.

TPK threat -256/5

White Slaad

If the party lacks good minion control it could be dangerous, otherwise this is really just a nuisance. Its minions can daze which is more used for a gang up effect then anything else. And when it returns it can hit hard with a stun. Te fact it doesn't suffer damage when its minions are destroyed is the real key factor here. If the White Slaad can escape to recharge then it can split again. If it can maintain this pattern then it can just wear the party down.

A textbook lurker. Sneaks up on the party, eats someone, probably the halfling. Then swims away to digest. Good chance its victim will escape before dying but by that point it could be isolated and facing the frog alone. And will probably get swallowed again before its next turn. Such is life.

Deadly Threat: 5/5

Murklord Frog

It says its a skirmisher but it honestly fights like a lurker until bloodied. It leapfrogs retreats to recharge then leapfrogs again, once bloodied it becomes a brute and just mindlessly attacks. The name leapfrog tells you though why its a skirmisher. You can use a lot of them in an encounter unlike lurkers where your limit is 1 per encounter.

TPK Threat: 2/5

Sporeback Frog

This is a personal favorite of mine. Its a controller but isn't meant to be protected. Instead mechanically its used as a living trap. Dragging party members to it and proning and slowing them so it can't escape. So that when it finally dies a whole bunch of party members get caught in the spore release.Really good if used with creatures like bullywug leapers who can afford to wait at range then move in once the party is handicapped by spores.

TPK Threat: 3/5

Thornskin Frog

Simplicity itself. Useful in a pack of thornskin frogs one pouncing setting up the charge by the others. repeat with the others to keep the victim down and granting ca. Or with skirmisher allies who benefit from a prone enemy.

TPK Threat: 3/5

Last edited by Verbannon on Mon Jan 22, 2018 1:56 am; edited 1 time in total

Especially as balancing the damage output values for these paragon creatures is tough as fuck. That bell curve means that that a monster dealing 4d8 damage is really averaging out at 18-19 points of damage a hit. As creatures of Chaos I'm trying to convert the slaads damage so it outputs on a flatter curve. But its so easy to make them far too strong this way. Then I need to convert the paragon path grey slaad into a level 7 elite grey slaad for my campaign. Which is going to mean fresh calculations.

This guy goes through the entire adventure path and not only converts the monsters to MM3 math, but in other docs he's made he makes the path more interesting. Control + F and you may find some of the monsters you intended to convert.

Okay updated with Bullywugs, Slaads and Frogs. Including the Giant Frog not Found in the MM3. I also added tactical analysis of each unit and a download for Masterplan. My version seems to be a much later version then what most people have.

This is a traditional lurker. Its not really meant to be something the party fights. Instead it sits total defensing in its shell, spinning around to bite anything that gets close. More like a hazard than a monster. Its really hard to kill and its damage output is low.Void Slaad (solo)

Okay solo break down here. His Insubstantial makes up for two of the enemies he is representing, pull into the void is one, and his at will can target two enemies so thats one. Generally he'll use pull into the void against the party defender, letting him shift away to use entropic ray against two enemies, which he can follow up with his claws. If he does what he want he will be dealing major damage, but if there are like two defenders, or he fails to grab the defender and its a fighter or he is immobilized and surrounded by melee characters he can be screwed. He is also pretty one trick for a solo, but thats fine because when he dies he has a second form. A black hole, a literal black hole. And if the party did gang up on him well, now you have the whole party right at the event horizon. Whoops. R.I.P.

Entropic Void(Solo)

This is more a skill challenge than a regular encounter. The players are being sucked into a back hole and they have to figure out how to defeat it. When my players ran it they didn't try any of the listed possibilities except the arcana checks. When my party faced it, only one member got sucked in. And I had placed micro black hole sand all around as a special terrain. So they decided to try grabbing the micro black hole sand, even though it literally tried to eat their flesh and armor as they picked it up and shove it into the entropic void. I let that grant them successes and they won.

Flux Slaad (Elite)Really unpredictable but not much different than their standard monster counterparts. Its random effects and counter attack just add to the chaos.

Talon Slaad(Solo)

So he can be a true nightmare especially to the unwary. His rechargable encounter power is actually a tad on the weak side technically speaking. Since it drops his damage output down to the same as one. But it makes up for it by being scary. He also brings ranged players close to him which can really freak them out. And if for any reason the defender fails to defend, well panicked players are fun. The fling power is his real weapon, use it to keep the defenders away. Knock one square and drop prone and they can lose their turns. And the Ravager's fury just adds to the fear since the party will feel at any moment that no matter how low on hp the dude is, they are always one attack away from someone dying.

Now Dryads.

Bough Dryad(Minion)

Straight forward minion. Able to keep a more dangerous ally alive for longer than it should. Great when paired with any solo or elite brutes or skirmishers or anything that is dangerous on its own.

Bough Dryad

So it largely just spams peaceful whispering. Which can have a devastating effect though its pretty obvious there. Use it on whichever players are being most damaging. It has entangling plants as a rechargable letting it deal intermittent damage and with allies that have forest walk can really put the players at a huge disadvantage especially as time goes on and more and more difficult terrain appears. And then it has boon of life to beef up its allies. Use bough dryad with some skirmishers and you can really ruin he players day. Fyi, claws are just a last resort type attack.

Briar Witch Dryad

A very complicated creature. Okay its primary attack is briar cage which does steady damage and restrains the players. With her teleportation even her elite form could theoretically solo a party if they were all melee and she got a bit lucky. Not likely, but its possible. The attack is worth 1.5 standard monster attacks by my estimate. Since even a melee character should have ranged options by this level. So not really causing missed turns. So Her charmed beauty is what qualifies her as an elite, letting her occasionally avoid an attack and get effectively an extra hit in. The curse of thorns is a bit redundant really with the cages and weak for paragon. But it can potentially do a lot of damage with the right allies. Then there is the thorn boon which is just, devastating.

Put her in with some soldiers that can push or slide, and she basically turns those soldiers into tanky strikers. With about a +15 to their damage. But that is also her weakness as she cannot afford to stay too far away from so that makes her vulnerable until most of her allies are dead. While she has allies she stays with them, and the whole enemy party stays mobile to make use of the cages. Once her allies are too thin to benefit much from her auras, she can teleport around, in a running battle.

Dryad Hunter

A straight forward skirmisher. Unique though in that instead of seeking to gain combat advantage, they seek to split the party up to capitalize on their bonus damage. Their luring feint well thats obvious I think. Throw in lots of foilage for difficult terrain and you'll have the entire party engaged in 1 vs 1 combat in no time. And then they'll probably tpk.

Dryad Recluse

Well this one kind of reminds me of the dire turtle or the slaad tadpole. A creature not meant for combat. This Dryad doesn't really do anything except stand on the sidelines. Its sylvan charm however is still a dangerous spell, denying the party an entire party member. Use it on the defender (an obvious choice) and her minions will have a feeding frenzy. Also an obvious choice for a dryad npc, let her nab a token enemy added just for this purpose and let the party duke it out with the rest of the enemies.

Dryad Witch

Her main gimmick is pretty obvious. Mass daze, to really screw up the party defensive line. With Beguiling Devure which is really more to further disrupt the party formation than do damage. Her at-will thorny vine is really more a handicap than an advantage. Forcing her to get pretty close. But mass daze is devastating enough on its own, that it can wipe a party by itself. Especially if you remember to keep the skirmishers exactly 1 square away (And her with her thorny vines). So the party melee characters are forced to resort to their crappy ranged attacks. As a note skirmishers can do that 1 square away thing better than brutes but the right brute really appreciates being able to get to the softer enemies the lines. Or the extra 10% chance granted by the daze to deal its incredible damage.